I haven't yet seen anything except the new kingdom interface improvement. Excuse me while I pick my jaw up from the floor. Will love to toroughly test it and give feedback as were getting closer and closer to the point where I can actually see what quest I'm on and how I'm doing with the completion while I pick and choose my stuff.

Excellent job, and with refinement so many little irritations that pile up slowly to make me obnoxious at times (and others too to a a lesser degree) will vanish completely.

Also, I'm interested in the new small icons - there was plenty of untouched space at the last update and I'm strangely attracted to seeing new distinct ones. Must be all the VGT runs where I had a million and all the times I couldn't tell them appart.

Looks great! One small thing is that the generic monster icon feels a bit overused on dungeon panels. Look at venture cave or den of danger as an example. I would find something else to show difficulty.

We made an expansion and it is awesome. Really, you should check it out, especially if you're looking for some extra challenge.

I just logged in for the first time in forever, and maybe with constant exposure I could eventually develop Stockholm Syndrome, but for now I agree. The HP/MP sparkles from exploring in the alpha was one of the things I most disliked about the game, and this change looks about the same. I can understand how it would be useful as a teaching tool, but the option to disable it would be much appreciated. (And I'd tend to say the same about some of the other particle effects, particularly altar sparkles, which can be equally distracting. A "Turn off animations" option would seem easy enough to implement.)

I like the particles flying around but of course it would be nice to be able to switch them off. But especially for beginners it will help a lot. I miss those piety particles from the alpha as well...

The new slow icon on the monsters is often hard to see, against the red of a meatman for example. For me, this status effect is one of the most important to quickly recognise, it worked better with the old one.

The Avatar wrote:Looks great! One small thing is that the generic monster icon feels a bit overused on dungeon panels. Look at venture cave or den of danger as an example. I would find something else to show difficulty.

The Avatar wrote:Looks great! One small thing is that the generic monster icon feels a bit overused on dungeon panels. Look at venture cave or den of danger as an example. I would find something else to show difficulty.

That's in the pipeline. We want cool skulls and stuff.

Can we get one for the vicious token completion insteat of the badge? Pls?

Ok - new slow icon deffinitely not visible enough as a status debuff on monsters.

And suggestion - If you could possibly add the uncleared badges / classes / quest box on the new prep sheet below the current buttons? Maybe it's in the works, but being able to have that info would be incredible. Also, while we're talking, how about prep setups which you can save? That would be pure awesome.